Trying something different. GAAIV soft stax. Going to toss in a bunch of cards just to increase spell cost on my opponents while discounting my own. The goal is to replace the hard-stax components instead with an ETB package. Early game is to slow and controlled. Mid game to activate ETB engines. Late game....working on win cons...
Of course, I always welcome comments, suggestions, and criticism.
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
Honestly, I think Brago would make the better general, because a lot of your deck uses ETB shenanigans. You can create soft locks with Brago anyway by flickering the fog creatures, lavinia etc. Maybe use the new Thalia and Hokori.
Was able to playtest the deck over the weekend and received some mixed results. The deck does was I wanted it to accomplish - it stifles ramp players from running away from the game. However, as I expected it would be, it's also annoying for non-ramp players to play against too. This often led to the difficult choice of "do I target the on board threat or do I target the on board annoyance?". Unfortunately, sometimes annoyance is chosen above threat and that left me on the defensive more often than I wanted.
Also, I found it difficult to get to the mid-game. Often times I just wouldn't have the manabase available to cast what I wanted to cast. As such, I'm adding Brainstorm, Ponder, and Treasure Cruise in an attempt to help filter the early game manabase a bit better. Any suggestions to help fine tune in this area are also appreciated.
Of course, all suggestions will be considered. Thanks.
@Elminster
Thank you for the suggestion. I wanted to avoid Brago as the Commander - we've had 2 past decks in our meta with Brago at the helm and so I didn't want a repeat of that deck archetype. Also, I've been patiently waiting to bring GAAIV to the table for the better part of 8 years, so this is a long time in coming. I do appreciate the suggestion though.
Of course, I always welcome comments, suggestions, and criticism.
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
4 Grand Arbiter Augustin IV
//Planeswalker (1)
5 Venser, the Sojourner
//Creatures (27)
2 Mistmeadow Witch
2 Fog Bank
2 Leonin Arbiter
2 Kataki, War's Wage
3 Vryn Wingmare
3 Wall of Denial
3 Reflector Mage
3 Guard Gomazoa
4 Wall of Omens
4 Lodestone Golem
4 Brago, King Eternal
4 Phyrexian Metamorph
4 Nevermaker
4 Stonehorn Dignitary
4 Venser, Shaper Savant
5 Sunscorch Regent
5 Reveillark
5 Mnemonic Wall
5 Mulldrifter
5 Cloudblazer
5 Spelltithe Enforcer
5 Lavinia of the Tenth
6 Unesh, Criosphinx Sovereign
6 Deadeye Navigator
6 Sun Titan
7 Sphinx of Uthuun
8 Tidespout Tyrant
1 Skullclamp
1 Brainstorm
1 Ponder
4 Fact or Fiction
6 Staff of Nin
8 Treasure Cruise
//Buff (5)
3 Mirage Mirror
3 Equilibrium
3 Eerie Interlude
4 Mirrorweave
4 Panharmonicon
4 Cloud Cover
//Control (8)
1 Path to Exile
1 Swords to Plowshares
2 Reality Shift
4 Supreme Verdict
5 Hallowed Burial
5 End Hostilities
5 Evacuation
5 Fractured Identity
//Counterspell (6)
1x Clash of Wills
1x Power Sink
2 Counterspell
3 Spell Crumple
3 Dissipate
3 Render Silent
2 Suppression Field
3 Aura Flux
3 Rhystic Study
3 Ghostly Prison
3 Propaganda
3 Monastery Siege
//Ramp (4)
1 Sol Ring
2 Azorius Signet
2 Talisman of Progress
3 Azorius Keyrune
//Land (35)
0 Command Tower
0 Prairie Stream
0 Hallowed Fountain
0 Glacial Fortress
0 Sejiri Refuge
0 Tranquil Cove
0 Moorland Haunt
0 Prahv, Spires of Order
0 Temple of the False God
0 Reliquary Tower
0 Terrain Generator
0 Terramorphic Expanse
0 Evolving Wilds
11 Plains
11 Island
100 cards so far...
2 Sapphire Medallion (maybe?)
2 Spirit of the Labyrinth (ntby)
3 Aven Mindcensor (ntby)
3 Eidolon of Rhetoric (ntby)
3 Wing Shards
4 Alms Collector
4 Windborn Muse
2x Unexpectedly Absent
Oct 8 2017:
Soratami Savant >> Brainstorm
Insidious Will >> Ponder
Telepathy >> Treasure Cruise
Oct 24 2017:
Mindlock Orb >>Unesh, Criosphinx Sovereign
Azorius Cluestone >> Wall of Omens
Plains >> Prahv, Spires of Order
Mana Leak >> Power Sink
Jan 5 2018:
Syncopate >> Mirage Mirror
Azorius Guildgate >> Glacial Fortress
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
Was able to playtest the deck over the weekend and received some mixed results. The deck does was I wanted it to accomplish - it stifles ramp players from running away from the game. However, as I expected it would be, it's also annoying for non-ramp players to play against too. This often led to the difficult choice of "do I target the on board threat or do I target the on board annoyance?". Unfortunately, sometimes annoyance is chosen above threat and that left me on the defensive more often than I wanted.
To that end, I've found Fog Bank, Guard Gomazoa, and Wall of Denial to be invaluable against tall attacks. Stonehorn Dignitary and Lavinia of the Tenth were also very helpful in suppressing wide attacks. I think I may be in need of a few more spells of this nature. Any ideas?
Also, I found it difficult to get to the mid-game. Often times I just wouldn't have the manabase available to cast what I wanted to cast. As such, I'm adding Brainstorm, Ponder, and Treasure Cruise in an attempt to help filter the early game manabase a bit better. Any suggestions to help fine tune in this area are also appreciated.
Of course, all suggestions will be considered. Thanks.
@Elminster
Thank you for the suggestion. I wanted to avoid Brago as the Commander - we've had 2 past decks in our meta with Brago at the helm and so I didn't want a repeat of that deck archetype. Also, I've been patiently waiting to bring GAAIV to the table for the better part of 8 years, so this is a long time in coming. I do appreciate the suggestion though.
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU